A master of the elements, the Stormlord commands the forces of nature to act as he desires. Stormlords are traditionally nomadic, prefering to roam the world as the wind would. They often have short tempers and a stormlord's mood can be seen in the weather that surrounds him.

Weapon and Armor Proficiency: Stormlords gain no proficiency with any weapon or armor.

Summon Storm (Su): A Stormlord is so in touch with nature that he can call upon nature to create storms at his will. As a Stormlord grows in power, so does the power of the weather he calls. A Stormlord can make 1 summon attempt at level 1, 2 at level 2, 3 at level 4, 4 at level 6, 5 at level 8 and 6 at level 10.

To summon in a weather effect, a Stormlord must concentrate for a full round (grants attacks of opportunity). If he is hit while summoning the storm, he must succeed on a concentration check (modified +1 per level in Stormlord) of 10 + damage taken to stay focused. After he takes the summoning action, the storm appears 1d10 - Stormlord level rounds later (if result is 0, it occurs right away). All summonings last 1 hour (unless otherwise noted) and have a 1 mile radius centered on the Stormlord. A stormlord can take a full round action, identical to the one used to create the weather, to end the effect unless otherwise noted. Should the Stormlord move a great distance, the storm will follow him moving at 10 miles per minute. The effects created by this ability are considered natural and not subject to anti-magic fields or anything else that effects magic.

Below is a list of the weather a stormlord can create, which are gained at each level of the class.

Wind and Clouds: A Stormlord can create light, moderate, or strong winds (0-10, 11-20, 21-30 mph) and dark storm clouds overhead, blocking out sunlight, and appearing to be the start of a storm (although no precipitation occurs). The conditions created here are enough to increase the damage dealt by magic that relies on weather (Call Lightning, etc).

Precipitation: A Stormlord can create precipitation as listed below. A Stormlord can not create snow in hot conditions and cannot create rain in cold conditions.

Rain: Rain reduces visibility ranges by half, resulting in a -4 penalty on Spot and Search checks. Rain automatically extinguishes any unprotected flames and has a 50% chance of extinguishing protected lights (lanterns, etc.). Rain has the same effect on ranged weapons as strong winds.

Snow: Falling snow has the same effects on visibility, ranged weapon attacks, and skill checks as rain, and it costs 2 squares of movement to enter a snow-covered square. Snowfall leaves 1d3 inches of snow on the ground.

Severe Winds and Storms: A Stormlord can create severe winds. These winds, in addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and there is a 50% chance that these lights will be extinguished. Ranged weapon attacks and Listen checks are at a -4 penalty. Also, a Stormlord can create a minor storm that combines severe wind with precipitation. To create a rain or snow storm requires the use of 2 storm summonings.

Severe Precipitation: A Stormlord can create thick clouds that bring heavy precipitation with them. To call down such weather requires the use of 2 storm summonings.

Downpour: Treat as rain, but obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance). A downpour for a full hour results in a flood. During a flood, rivers become wider, deeper, and swifter. Assume that a river rises by 1d10+10 feet during the spring flood, and its width increases by a factor of 1d4x50%. Fords may disappear for days, bridges may be swept away, and even ferries might not be able to manage the crossing of a flooded river. A river in flood makes Swim checks one category harder (calm water becomes rough, and rough water becomes stormy). Rivers also become 50% swifter. A downpour cannot be called down in extremely cold conditions.

Heavy Snow: Heavy snow has the same effects as normal snowfall, but obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance). Heavy snowfall for a full hour leaves 1 foot of snow on the ground, and it costs 4 squares of movement to enter a square covered with heavy snow. Heavy snow accompanied by strong or severe winds may result in snowdrifts 1d4x5 feet deep, especially in and around objects big enough to deflect the wind, such as a cabin or a large tent. Snow has the same effect on flames as moderate wind. Heavy snow cannot be called down in extremely hot conditions

Thunderstorm: In addition to wind (severe) and standard precipitation (of the Stormlords choice), thunderstorms are accompanied by lightning that can pose a hazard to characters without proper shelter (especially those in metal armor). As a rule of thumb, assume one bolt per minute for a 1-hour period at the center of the storm. Each bolt causes electricity damage equal to 1d10xd8 dice (no save, no SR). Also, 1 round after a lightning bolt strikes the ground, all creature within a 25 ft. radius must make a DC 14 Fort save or be deaf for 2d4 hours. The creature struck by the lightning must the same save or be deaf permanently. A Stormlord has no control over where the lightning strikes in a thunderstorm. Calling a thunderstorm requires the use of 3 storm summonings.

Electrically Charged Air: A Stormlord can charge the air in the area with veil of electrical energy. Although this does no damage by itself, it increases the damage (die size) dealt by any electricity based (magical or natural) attacks. For example, a lightning bolt (the divine spell) would deal d8 damage, a shocking weapon will deal an additional d8 instead of d6, a shocking burst would do a d12 on a crit instead of d10, etc. The air is charged in a 400ft radius centered on the Stormlord.

Windstorm: A Stormlord can create powerful enough wind to create full blown windstorms. These windstorms are powerful enough to bring down branches and potentially whole trees, automatically extinguish unprotected flames, and have a 77% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks are impossible, and even siege weapons have a -4 penalty on attack rolls. Listen checks are at a -8 penalty due to the howling of the wind. Calling a windstorm requires the use of 2 storm summonings.

Hailstorm: Hail does not reduce visibility, but the sound of falling hail makes Listen checks more difficult (-4 penalty). Hail created by a Stormlord is large enough to deal 1 point of lethal damage per round (Fort save DC 20 for no damage) to anything in the open. Once on the ground, hail has the same effect on movement as snow. A hailstorm lasts only 20 min and have a radius of 400ft centered on the Stormlord and requires the use of 2 storm summonings.

Hurricane-force Wind: A Stormlord can summon amazingly powerful winds. With hurricane force winds, all flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a -8 penalty on attack rolls). Listen checks are impossible; all characters can hear is the roaring of the wind. Hurricane-force winds often fell trees. Calling forth hurricane force winds uses 3 storm summonings.

Furious Storm: The most powerful storm a Stormlord can muster, a furious storm, is a combination of various effects. A furious storm has hurricane force winds, thunder and lightning (as per a thunderstorm), electrically charged air, and either heavy snow, a downpour of rain, or hail (as per a hailstorm). A furious storm lasts 30 min and in that time can create a flood (as opposed to the hour for a regular downpour) or a foot of snow on the ground, depending on the precipitation that falls. Once a Stormlord created a furious storm, he can do nothing to end it early. Because of the strain involved by calling such a storm, a Stormlord must expend all his full allotment of storm summonings for the day.

Spells per Day: At second, third, fifth, sixth, eighth, and ninth level gained in the Stormlord class, the character gains new spells per day as if she had also gained a level in an divine spellcasting class she belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a Stormlord, she must decide to which class she adds the new level for purposes of determining spells per day.

Enhanced Weapon (Su): When a stormlord throws a piercing ranged weapon with which he has focus the weapon is considered a +1 magical weapon. The bonus increases to +2 at level 5 and to +3 at level 9. One round after leaving his hands, the weapon loses its magical bonus.

Lightning Resistance (Ex): As a stormlord gains levels in this prestige class, he becomes increasingly resistant to lightning, gaining restiance to lightning as shown on the chart above. At level 10, a stormlord is immune to electricity.

Shocking Weapon (Su): When a stormlord throws a piercing ranged weapon with which he has focus the weapon is considered to have the shocking quality (deals an extra 1d6 lightning damage). One round after leaving his hands, the weapon loses this quality.

Storm Walk (Ex): Beginning at 3rd level, a stormlord can move through storms (natural or magical) at his regular rate of movement completely unaffected by winds and precipitation (this does not allow him to move unhindered through snow on the ground). Any ranged attacks he makes are also unaffected by wind. The stormlord also is protected from any adverse effects the weather may bring, as natural lightning never strikes him and objects being moved by the wind never come close enough to harm him.

Thundering Weapon (Su): When a stormlord throws a piercing ranged weapon with which he has focus the weapon is considered to have the thundering quality. This ability stacks with the shocking ability of the stormlord. One round after leaving his hands, the weapon loses this quality.

Storm Senses (Ex): At 5th level, a stormlord can see through fog, heavy snow, and downpours of rain. Also, the sounds of wind and thunder (natural or magical) in no way impair his ability to hear and he can no longer become deaf as a result of loud sounds.

Storm Ride (Ex): At 7th level, a stormlord can fly when the wind is fast enough (wind speed severe or greater) as if effected by the fly spell.

Shocking Burst Weapon (Su): When a stormlord throws a piercing ranged weapon with which he has focus the weapon is considered to have the shocking burst quality. This abilty replaces the shocking weapon abilty of the stormlord. One round after leaving his hands, the weapon loses this quality.

Stormlord's Protection (Ex): At level 9, a stormlord grants protection from weather to any allies in a 20 foot radius around him. The protection granted is as the storm walk ability above, except their ranged attacks are subject to the penalties of the wind.